Blood Hunter
Base Class: Blood Hunter

Witches and Hags are among the most devious of spellcasters to civilizations. The curses and terrors they've inflicted have led to a rise in Blood Hunters to seek out these troublemakers and granting their order an expertise to recognizing trickery and manipulative magic. Blood Hunters of this order go through extensive training to resist such magic that would affect them both physically and mentally, allowing them to be sought after in other cases of disruptive magic. However, such a life and practice require the Blood Hunter to resist emotional connections to better reject emotions that could cloud their senses of judgement.

Arcane Awareness

When you join this order at 3rd level, you gain proficiency in the Arcana skill. If you already have proficiency with that skill, you may add double your proficiency bonus when rolling for that skill.

As an action, you can open your awareness to detect forces of magic. Until the end of your next turn, you know the identity of any spell cast within 60 feet of you that is not totally covered. You know the type of the spell you sense, but not the level of its casting (such as a 7th-level Fireball). You can also sense any magical conditions or effects on creatures around you, such as being charmed, frightened, or cursed, but you do not specifically know which condition or effect.

Magic Constraint

Starting at 3rd level, you gain the ability to disrupt the forces of magic around you. When you hit an attack with a weapon empowered by your Crimson Rite onto a creature that is concentrating on a spell or cast a spell that damaged you before your turn, you can roll an additional hemocraft die and add it to the Crimson Rite damage.

Bleeding Abjuration

Upon reaching 7th level, your blood has become so rejective of magic that it can nullify magic at its formation. As a reaction, you can attempt to interrupt a creature within 60 feet that you can see that is in the process of casting a spell. You can roll a hemocraft die and take necrotic damage equal to the damage rolled (you cannot reduce this damage in any way). If the spell level is a higher than number rolled, this effect fails. If the spell level is equal to or lower than the number rolled, the creature's spell fails and has no effect. If the spell is a cantrip, the cantrip automatically fails.

At 15th level, you can choose to roll two hemocraft die as a reaction and combine the numbers rolled to try and nullify the spell. Once you use this feature, you must finish a short or long rest before you can use it again.

Warding Wounds

Starting at 11th level, your wounds can help aid you temporarily against harmful magics. As a reaction, when you lose hit points, you can gain advantage on the next saving throw against a magical attack and effect until your next turn. If you already have advantage on the saving throw, you may add +5 to your roll as well.

Rejective Rite

At 15th level, your body can manipulate the counter-magic forces within you to better suit your needs. When you choose to invoke a Crimson Rite, you can grant yourself immunity to the relative damage type caused by spells as long as that rite is active. This immunity does not apply to the damage taken from your hemocraft die.

Blood Curse of Revocation

Starting at 18th level, your blood curse can ward the powers of magic within your presence. You gain the Blood Curse of Revocation for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Revocation
As an action, your body can radiate an abjurative field around you, preventing the casting or concentration of magic within 30 feet of you until the end of your next turn.

Amplify. Any creatures you choose within range of your abjurative field must make a Constitution saving throw against your Hemocraft save DC. If they fail, they take 2d6 force damage and cannot cast spells for 1 minute, regardless of being within the field or not. If they succeed, they take half damage and can still cast normally outside of the field. If they are concentrating on a spell, they automatically fail this saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
5/20/2023 9:02:22 PM
15
2
5e
Coming Soon

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